The game features no heads-up display. Instead, the player character’s state is relayed by sound signals from his heart rate and breathing, which become more pronounced when injured, and the drainage of the screen color with the loss of blood and strength. specific injuries are also indicated visually and aurally: for example, a broken leg causes the character to limp while making appropriate noises, while a broken arm makes it more difficult goal. The health system has been designed as a more realistic take on the character of injuries than other games of its kind in that different injuries, including poisoning and bleeding, require different remedies like a splint for a broken leg. The inventory screen shows the wounds of the character (displayed on the character model) and all objects carried.
The player’s character gradually loses mental health when he looks directly shocking aspects of the game world. Mental deterioration of the character can conduct the hearing hallucinations and visions that manifest as graphics corruption and distortion thereof, and changes in the control sensitivity. If the character becomes too unstable, the results can understand his madness or suicide permanent, and game over. Mental health can be restored by finding refuge areas or defeat enemies. The areas marked with signs Elder serve as sanctuaries against enemies and as save points. To improve its replay value, the game features a system where players can earn points Mythos, expected to reflect a level of knowledge. These points can be used to unlock bonuses in the game, such as information and additional elements.
Most ranged weapons are based on real firearms, with the exception of a Yithian directed energy weapons introduced at the end of the game. The player’s character can also perform a melee attack with pliers or a firearm if all ammunition because it has been used. The game has a realistic fighting system: due to the lack of HUD, the player must count manually shots to when the gun is empty. There are no artificial to the targeting reticle screen; instead, the player must aim through the iron sights on the weapons themselves, but sustained for tires character and precision drops. The shooting system is unique in that fired rounds go exactly where the barrel of the gun is pointed. For example, if the player character is preparing a charged weapon and the player pulls the trigger until the animation is completed, the tower will be discharged in the direction of the gun was pointing when the shot was fired.